Fluid Dynamics

Zipper Interactive. Socom 4 (PS3) |Redmond, WA | November 2009 - April 2012
During my time at Zipper, I was responsible for modeling & texturing of various props & large environmental assets. I have worked along side with level designers, and set-up asset hierarchies and environmental animations. I have contributed work in both PVE and PVP experiences.

I was responsible for some of the largest pieces of this level. Architect both exterior and interior of the large control building, as well as the huge dam. The buildings had to be broken into six chunks and reassembled in the game editor due to it's bounding boxes restrictions and floating point precision. I have also done work on the PVP version of this map, Overflow.